
StarVaders
🙂4
76561198063944506

final boss causes heavy stuttering to the point of crashing my computer; after it crashed it didn't save my progress per phaseI don't know why beating the act 4 boss's 2nd and 3rd phase caused the game to eat through 16GB of RAM, but it feels a bit disingenuous to have that when the recommended requirements is 4GB and it doesn't seem to be a memory leakthe day 1 update seems to have fixed this issue. disregard card packs make the pool feel bloated and ironically make the different pilots and mechs feel insanely samey from run to run since you get like 4 of them when it unlocks and you get 3 per run the modifiers you need to unlock act 4 feel way worse than something like StS since it's basically the equivalent of taking a curse every turn; the fact that it's a random modifier each run makes it feel even more like you're just gambling in the next fest demos you had situations where your build could not clear an initial elite wave without taking doom; this often occurs even in regular waves due to modifiers like reduced initial hand draw and the one where 8 stickbugs are at the bottom of the screen the first 3 difficulties are fine but act 4 apocalypse and above feel way too RNG-dependent especially since you're so reliant on good factory draws

StarVaders
🙂4
76561198063944506

final boss causes heavy stuttering to the point of crashing my computer; after it crashed it didn't save my progress per phaseI don't know why beating the act 4 boss's 2nd and 3rd phase caused the game to eat through 16GB of RAM, but it feels a bit disingenuous to have that when the recommended requirements is 4GB and it doesn't seem to be a memory leakthe day 1 update seems to have fixed this issue. disregard card packs make the pool feel bloated and ironically make the different pilots and mechs feel insanely samey from run to run since you get like 4 of them when it unlocks and you get 3 per run the modifiers you need to unlock act 4 feel way worse than something like StS since it's basically the equivalent of taking a curse every turn; the fact that it's a random modifier each run makes it feel even more like you're just gambling in the next fest demos you had situations where your build could not clear an initial elite wave without taking doom; this often occurs even in regular waves due to modifiers like reduced initial hand draw and the one where 8 stickbugs are at the bottom of the screen the first 3 difficulties are fine but act 4 apocalypse and above feel way too RNG-dependent especially since you're so reliant on good factory draws
